What a cool thread! Okay, I'm biased, but still . . .
I've used "The Seventh Arm" (issue #88) in my home game, modified up for 8th level. My group had a heck of a time figuring out the marilith's disk trap, and I managed to drop some campaign specific material in the kyton room that really had them stumped for the bulk of a 5-hour session. The nature of the dungeon—summoned monsters attacking from magic traps—really befuddled them, since they couldn't scout ahead and figure out what was coming.
I've included hooks to "Kambranex's Machinations" (issue #91), but the PCs didn't bite, sadly. I was hoping to turn someone in the group into a half-machine. I've also left hooks to "Spiral of Manzessine" (issue #94), and I'll be leaving a big hook that leads to Scuttlecove (from "Porphyry House Horror" in issue #95) in an upcoming session. Unfortunately, since Dragon Associate Editor Matt Sernett plays in my campaign, he knows too much about what's going to appear in the adventures, so I need to do some heavy modification to adventures if I'm going to use them.
I've also used maps from "Deep Freeze," (#83) "Rana Mor," (#86) "The Raiders of Galath's Roost," (#87) "Interlopers of Ruun-Khazai," (#92), other adventures I'm not remembering, as well as nearly every "Map of Mystery" we've printed. In fact, I go out of my way to peruse back issues when I need a map, since it saves me time. I've also borrowed scores of stat blocks. I'd much rather spend game prep time coming up with plots and schemes to drive my PCs nuts than draw maps and generate stat blocks. Is that just me? I'm genuinely curious, since we try to do as much of the busy work involved in campaign prep as possible in the magazine.